Possibly, though there are also a lot of creature spawnpoints around there. A bit too many, even.

Looking at these dock pieces, I'm kind of questioning their existence. We're not using this tileset in Anvil,as far as I know. It's a little odd to see a backwater like Stirk with its own unique stone docks, and it sets a bad precedent (we can't go around making a brand new tileset for each and every town, the way we have been doing). Since these pieces need to be reworked anyway, I'm tempted to scrap them and put wooden docks in. Thoughts?

I would actually hate to see the wooden docks being used instead of these and I'd rather see them reused in Anvil or one of the fisher towns, if it must be. These vanilla docks are starting to make everything feel the same, somehow. Not sure if it accounts for something, but Ravenrock in vanilla even had its own dock models.

I think the retexture and the general change of scenery would be enough to dispel any similarities with Vvardenfell docks. There's also the matter of usability: the wooden docks have corners, 4-ways, stairs, etc. and they are slightly wider and easier to navigate. The Stirk dock set literally consists out of only two pieces. Having a stone dockset next to the wooden one would be a valuable addition, but imo two things would have to happen: the set would have to be expanded with more flexible pieces, and it should be retextured so we can use it across different cities (like in Anil, where the docks are quite underdeveloped).

What if I do it half-and-half? The stone docks remain along the shoreline and with one pier on the far left, while the rest of the "minor" docks are replaced with wooden walkways. This sort of mixes it up, keeps the unique architecture, but also makes the docks more varied, less clean and more functional. It would make sense for the local fishing boats to use a cheaper-looking, wooden dock.

About the lighthouse access: looking at it, it's kind of too close by to make a new travel line worth the effort. Are there any objections to making a wooden walkway to the lighthouse isle? This would close the bay along the south side, but the east side would remain accesible to ships (southern end is very shallow water anyway). I think maybe I can rig up a drawbridge-looking thing if need be.

Infragris wrote:What if I do it half-and-half? The stone docks remain along the shoreline and with one pier on the far left, while the rest of the "minor" docks are replaced with wooden walkways. This sort of mixes it up, keeps the unique architecture, but also makes the docks more varied, less clean and more functional. It would make sense for the local fishing boats to use a cheaper-looking, wooden dock.

I have mixed feelings about this, but I'm interested to see the final results.

Infragris wrote:About the lighthouse access: looking at it, it's kind of too close by to make a new travel line worth the effort. Are there any objections to making a wooden walkway to the lighthouse isle? This would close the bay along the south side, but the east side would remain accesible to ships (southern end is very shallow water anyway). I think maybe I can rig up a drawbridge-looking thing if need be.

Maybe placing a rowboat to the docks, near Quintex Doralis, which the player can use in order to reach the lighthouse. Maybe having two modes, one manual and another is fast travel when activating the rowboat?

Logically it would make the most sense that the transport between Stirk and the lighthouse island happened via a rowboat. So how about removing that longboat next to the lighthouse and adding a rowboat both to the lighhouse and the harbor? The practical tansport should either be a loaddoor mechanism or a friendly fisher offering you to ship between these two.

worsas wrote:Logically it would make the most sense that the transport between Stirk and the lighthouse island happened via a rowboat. So how about removing that longboat next to the lighthouse and adding a rowboat both to the lighhouse and the harbor? The practical tansport should either be a loaddoor mechanism or a friendly fisher offering you to ship between these two.

I guess that would be fine, though you will have to find a way to make a decent transition where the different dock styles meet, which I believe isn't quite that easy. Bleeding the pieces looks unnatural and should rather be avoided.

The mockup was literally done in a minute, of course it doesn't look perfect. The transition should be no problem if handled seriously. If people are opposed to using wooden docks then I will leave it as it is, but in that case I hope someone is willing to make these dock pieces actually functional.

Small update. More merchants are now functional , and I the rent door thing should be fixed. Barrow names and Saint_Jiub's changes to the upper class homes implemented.

I've reworked the basic dock piece, and scaled it up to about the size of the imp_dock pieces (the TR added ones, not the larger vanilla stuff). This should make them navigable and function as a tileset (the old pieces did not snap). The old configuration of the docks is now not possible without additional models (corners, T-pieces etc.). Not really a problem, since the changed profile of the flat ships required some reworking in this area anyway. I have little experience with making tilesets, but I'll see if I can make the basics for the stone docks. I'll still likely mix in some wooden docks, if only because it will make this a lot easier.

Does anyone know a good guideline for npc AI settings? Alarm and that sort of thing.

When you download a newer Stirk version, go to the CS -> load the quest (active) and Stirk file (passive) -> hit save button; now the quest will work properly. When you load the quest with a newer Stirk file (in-game), the quest will be broken, so always follow this protocol by saving the quest in CS with the latest Stirk version. Also, when you load up the quest in the CS and saving it without the Stirk file, it will be even more broken.

A possible part of the main questline. Ugenring was the previous Prefect of Stirk, who retired after a nervous breakdown caused by, among other things, Victus Pilious. He's convinced that Pilious is spying on him and stealing in official correspondence. The idea is that the player would have to talk to Ugenring somewhere along the questline, figure out if he knows anything useful. Actually, retrieiving Ugenring's "correspondence" could make a nice subquest, I hadn't even thought about that.

Aro Abecinnus, the undertaker, tells the player that someone steals from the Helvor Family Crypt and need the player to investigate.
It's Aro Abecinnus's responsibility to secure and maintain the crypt so he ask the player to help him.

This quest is like the "Fargoth hidingplace quest" where in the end the player follows a NPC into the crypt and will caught the NPC red handed. Then the NPC will persuade the player not to tell, blablabla, I'm horrible with the details, but this is just a general idea.

The Helvor crypt plays a part in the main quest: there's a secret passage to the Ayleid ruin used to supply the pirates. The quest could play out this way, if not, we should keep this idea for the Anvil graveyard.

Leon, could you open up three claims for the Stirk galleons with the new interior pieces? I'm afraid the ones you already made won't really fit (though you could rework them for Anvil).

The Snarleyohwl: easternmost ship, on the lone pier. This ship is crewed entirely by Khajiit (Captain S'Dato, Asharib and Jo'Ra Ra). S'Dato usually sails Topal bay, but is out here on a commission for Victus Pilious. Naturally, he's smuggling skooma and moon sugar: there should be a secret room somewhere aboard. Could play a role in the main quest.

The Blessed of Stendarr: middle ship. Owned by Restia Nigilius, an Imperial captain. This is basically a fishing trawler, bringing barrels of dried slaughterfish and Abecean Longfin to Anvil harbor. This will be the ship that transports the player to the mainland. Should look lower-class, dirty, lots of fish statics an containers strung up.

The Magnificent: the westernmost ship, nearest to the census & excise. this ship is owned by the Redguard captain Jafan, a sort of braggart/scoundrel type who sails a lot on the Abecean Sea. His ship should have opulent captain's quarter, but be rather shabby otherwise. He does contract work for the East Empire Company. Maybe a shipment of imperial armor and weaponry in the hold.

There are also at least three shipwrecks scattered across the ocean floor that I was not aware of. One of these could be the setting for the shipwreck quest, the others can probably do without interiors, as they are very hard to find. There's also the pirate ship to the north, but this can be filled out once we know how it fits in the main quest.

Infragris wrote:Leon, could you open up three claims for the Stirk galleons with the new interior pieces? I'm afraid the ones you already made won't really fit (though you could rework them for Anvil).

Update: changes to the docks and galleon pieces have been implemented. Might still be a couple of floaters around the docks. The rent door script issue should be fixed now, although there now appears to be a problem with dialogue sorting (dialogue entries are sorted correctly in the overview, but appear incorrect when filtered for a specific publican npc). Bed rental scripts for the Sload's Tale are also in, and you can ask the Verus couple at the Sload's Inn about Stirk's history.